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<blockquote data-quote="the Jester" data-source="post: 2092422" data-attributes="member: 1210"><p>Thanks Sollir!</p><p></p><p>Here's Hashrek the Cruel, an ancient and powerful ogre mage who had been held is stasis (in <em>polymorphed</em> disguise) for many many centuries. (That's why his story was fishy- he'd never expected to have to know his history!)</p><p></p><p><strong>Hashrek:</strong> Ogre mage sorcerer 16; CR 21; large giant; HD 5d8 + 16d4 + 147; hp 211; Init +4; Spd 40’, fly 40’ (good); AC 23 (-1 size, +7 natural, +7 armor), touch 9, ff 23; BAB/Grapple +11/+20; Atk Asheral +19/14/9 melee (3d6+10/19-20) or longbow +13/8/3 ranged (2d6+7/x3); Space/Reach 10’/10’; SA Spell-like abilities, spells; SQ DR 10/adamantine (absorbs 150 hp), darkvision 90’, low-light vision, mind blank, regeneration 5 (fire and acid), resistance to fire 20, soak first point of ability damage or drain, SR 19; SV Fort +9, Ref +6, Will +11; Str 21, Dex 10, Con 24, Int 14, Wis 14, Cha 24; </p><p></p><p><strong>Skills & Feats:</strong> Concentration +29, Knowledge (history- Miloxi) +10, Listen +14, Spellcraft +26, Spot +14; Arcane Strike, Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip, Silent Spell, Spell Penetration, Superior Combat Expertise </p><p> </p><p><strong>Gear:</strong> Scarlet robes of the burning desert (grants fire resistance 20, no move or skill penalties from sand, leave no tracks in sand as per pass without trace), staff of defense (40 charges), Asheral, defending greatsword +3, mighty (+5) composite longbow +2, bracers of armor +7, potions of see invisibility, bull’s strength, haste, remove disease, protection from electricity, belt of mighty fortitude (grants +4 enhancement bonus to con, soaks first point of ability damage/drain from each attack), amulet of natural armor +2, wand of fireballs (10 charges, 10d6), component pouch, 2000 gp diamond dust.</p><p> </p><p><strong>Spell-like abilities:</strong> At will- darkness, invisibility; 1/day- charm person, cone of cold, gaseous form, polymorph, sleep; CL 9th. Save DCs are 17 + level.</p><p> </p><p><strong>Spells Per Day (includes slots burned for spells previously cast):</strong> 6 8 8 8 6 6 7 6 2. Spells Known (save DC 17 + spell level):</p><p></p><p><strong>0 level-</strong> arcane mark, detect magic, disrupt undead, ghost sound, mage hand, read magic, resistance, unnerving gaze (BoVD), wizard glue</p><p> </p><p><strong>1st level-</strong> black bag, magic missile, ray of enfeeblement, silent image, true strike</p><p> </p><p><strong>2nd level-</strong> darkbolt (BoVD), eagle’s splendor, Melf’s acid arrow, mirror image, see invisibility</p><p></p><p><strong>3rd level-</strong> displacement, fireball, follow sorcery’s trail, hold person</p><p> </p><p><strong>4th level-</strong> charm monster, fear, phantasmal killer, stoneskin</p><p> </p><p><strong>5th level-</strong> break enchantment, cloudkill, contact other plane, wall of hate (Cydra)</p><p></p><p><strong>6th level-</strong> chain lightning, mass suggestion, wall of iron</p><p></p><p><strong>7th level-</strong> finger of death, greater teleport </p><p></p><p><strong>8th level-</strong> mind blank. </p><p></p><p>***</p><p></p><p><strong>Strategy:</strong> If it looks like the party is going to attack him, he will attempt to cut them off with a wall of iron while he buffs. He casts the following, in order, if he has time (and he is willing to use his greater teleport to get that time, so long as he has at least one remaining seventh or eighth level slot to use): displacement, mirror image, eagle’s splendor, see invisibility, shield from his staff. When possible, he’ll try to finger of death any likely wizard-types, charm and hold fighters, and generally blast everyone as best he can. He’ll try to use his flight ability and teleportation spells to stay relatively out of reach of the pcs. If forced into melee, he’ll try to cast true strike and then use his Arcane Strike feat to gain +28 to hit on a single attack (and +8 for the rest of the round!) and +8d4 damage per hit. Combining this tactic with some Combat Expertise isn’t a bad idea if tough fighters are on top of him.</p><p></p><p>If he is significantly challenged by the party and needs time to regenerate, he will shift all 11 points of BAB into defense via Combat Expertise and shifting Asheral’s +3 into defense as well, giving him an AC 37. If this isn’t enough, he will flee or parlay. If it looks like the party is going to incapacitate or destroy him, Hashrek will greater teleport away, vowing revenge, but he is arrogant and proud enough that he can easily be provoked into fighting to the death. He is especially vulnerable to accusations of cowardice.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2092422, member: 1210"] Thanks Sollir! Here's Hashrek the Cruel, an ancient and powerful ogre mage who had been held is stasis (in [i]polymorphed[/i] disguise) for many many centuries. (That's why his story was fishy- he'd never expected to have to know his history!) [b]Hashrek:[/b] Ogre mage sorcerer 16; CR 21; large giant; HD 5d8 + 16d4 + 147; hp 211; Init +4; Spd 40’, fly 40’ (good); AC 23 (-1 size, +7 natural, +7 armor), touch 9, ff 23; BAB/Grapple +11/+20; Atk Asheral +19/14/9 melee (3d6+10/19-20) or longbow +13/8/3 ranged (2d6+7/x3); Space/Reach 10’/10’; SA Spell-like abilities, spells; SQ DR 10/adamantine (absorbs 150 hp), darkvision 90’, low-light vision, mind blank, regeneration 5 (fire and acid), resistance to fire 20, soak first point of ability damage or drain, SR 19; SV Fort +9, Ref +6, Will +11; Str 21, Dex 10, Con 24, Int 14, Wis 14, Cha 24; [b]Skills & Feats:[/b] Concentration +29, Knowledge (history- Miloxi) +10, Listen +14, Spellcraft +26, Spot +14; Arcane Strike, Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip, Silent Spell, Spell Penetration, Superior Combat Expertise [b]Gear:[/b] Scarlet robes of the burning desert (grants fire resistance 20, no move or skill penalties from sand, leave no tracks in sand as per pass without trace), staff of defense (40 charges), Asheral, defending greatsword +3, mighty (+5) composite longbow +2, bracers of armor +7, potions of see invisibility, bull’s strength, haste, remove disease, protection from electricity, belt of mighty fortitude (grants +4 enhancement bonus to con, soaks first point of ability damage/drain from each attack), amulet of natural armor +2, wand of fireballs (10 charges, 10d6), component pouch, 2000 gp diamond dust. [b]Spell-like abilities:[/b] At will- darkness, invisibility; 1/day- charm person, cone of cold, gaseous form, polymorph, sleep; CL 9th. Save DCs are 17 + level. [b]Spells Per Day (includes slots burned for spells previously cast):[/b] 6 8 8 8 6 6 7 6 2. Spells Known (save DC 17 + spell level): [b]0 level-[/b] arcane mark, detect magic, disrupt undead, ghost sound, mage hand, read magic, resistance, unnerving gaze (BoVD), wizard glue [b]1st level-[/b] black bag, magic missile, ray of enfeeblement, silent image, true strike [b]2nd level-[/b] darkbolt (BoVD), eagle’s splendor, Melf’s acid arrow, mirror image, see invisibility [b]3rd level-[/b] displacement, fireball, follow sorcery’s trail, hold person [b]4th level-[/b] charm monster, fear, phantasmal killer, stoneskin [b]5th level-[/b] break enchantment, cloudkill, contact other plane, wall of hate (Cydra) [b]6th level-[/b] chain lightning, mass suggestion, wall of iron [b]7th level-[/b] finger of death, greater teleport [b]8th level-[/b] mind blank. *** [b]Strategy:[/b] If it looks like the party is going to attack him, he will attempt to cut them off with a wall of iron while he buffs. He casts the following, in order, if he has time (and he is willing to use his greater teleport to get that time, so long as he has at least one remaining seventh or eighth level slot to use): displacement, mirror image, eagle’s splendor, see invisibility, shield from his staff. When possible, he’ll try to finger of death any likely wizard-types, charm and hold fighters, and generally blast everyone as best he can. He’ll try to use his flight ability and teleportation spells to stay relatively out of reach of the pcs. If forced into melee, he’ll try to cast true strike and then use his Arcane Strike feat to gain +28 to hit on a single attack (and +8 for the rest of the round!) and +8d4 damage per hit. Combining this tactic with some Combat Expertise isn’t a bad idea if tough fighters are on top of him. If he is significantly challenged by the party and needs time to regenerate, he will shift all 11 points of BAB into defense via Combat Expertise and shifting Asheral’s +3 into defense as well, giving him an AC 37. If this isn’t enough, he will flee or parlay. If it looks like the party is going to incapacitate or destroy him, Hashrek will greater teleport away, vowing revenge, but he is arrogant and proud enough that he can easily be provoked into fighting to the death. He is especially vulnerable to accusations of cowardice. [/QUOTE]
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